MantisBT - Zandronum
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0001704Zandronum[All Projects] Bugpublic2014-02-10 23:142014-06-15 15:21
__Lagger__ 
 
normalminoralways
feedbackopen 
MicrosoftWindowsXP/Vista/7
1.2 
 
0001704: (Silent) Teleport angles
I couldn't find any documentation about this being a compat issue. The angles for silent teleporters seem to differ for some ports/situations.

PrBoom, ZDaemon and Zandronum Singleplayer all behave the same. GZDoom behaves different in most situations and Zandronum Multiplayer seems rather bugged.

Zandronum MP keeps the movement angle in the direction you would expect after teleporting. However, it changes the viewing angle (or actually the client viewing angle is preserved which is not what you'd expect). I've added a wad file which will reveal several bugs/behaviour on different ports.

Not sure what behaviour to expect, I guess a boom compat flag would be in place as the newer GZDoom handles the angles much better (ie. it supports all angles instead of skipping a whole range).
I've provided a wad. Pretty obvious what's going wrong, when you compare the gameplay at entering/exiting the 4 teleports.
To me, it looks like GZDoom (1.8.02) is doing it "right". Though it's not boom compatible, the results are excellent. It will give you any angle you desire.

Funny how a 1 degree change in the teleport exit can yield in a view change from right to left (in Zandronum SP or PrBoom/ZDaemon). You hardly notice this difference in GZDoom.
No tags attached.
? sillytele.wad (3,884) 2014-02-10 23:14
https://zandronum.com/tracker/file_download.php?file_id=1162&type=bug
Issue History
2014-02-10 23:14__Lagger__New Issue
2014-02-10 23:14__Lagger__File Added: sillytele.wad
2014-06-15 15:21WatermelonNote Added: 0009420
2014-06-15 15:21WatermelonStatusnew => feedback

Notes
(0009420)
Watermelon   
2014-06-15 15:21   
Does gzdoom r880 do the same?

If you need a download link, let me know